The Potential of Serious Games Based on Literary Plots to Develop Knowledge, Skills and Habitual Patterns

Daniela Vaseva
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Abstract

The ever growing need for widely available, lifelong, personalized education induces researchers to discuss how the design and implementation of game-based learning systems can address the problem. This group case study aims to explore the potential of serious games based on literary plots to develop knowledge, skills and habitual patterns. Specifically, the research project will focus on the question how the design and content of serious games affect their potential to form knowledge, skills and habitual patterns in middle school students. Therefore, we will observe the selected students before, after, and during playing a serious game based on a literary plot, analyze their essays, tests and surveys, and finally interview some of them to learn more about the students' perception of the games and the changes in their skills, behaviors and knowledge. As a result, the findings should provide directions for the development and use of serious games featuring literary works that will support a playful, effective, and personalized learning process.
基于文学情节的严肃游戏发展知识、技能和习惯模式的潜力
对广泛、终身、个性化教育的需求不断增长,促使研究人员讨论如何设计和实施基于游戏的学习系统来解决这一问题。这个小组案例研究旨在探索基于文学情节的严肃游戏在发展知识、技能和习惯模式方面的潜力。具体而言,该研究项目将关注严肃游戏的设计和内容如何影响中学生形成知识、技能和习惯模式的潜力。因此,我们将对选定的学生在玩基于文学情节的严肃游戏之前,之后和过程中进行观察,分析他们的论文,测试和调查,并最终采访他们中的一些人,以了解学生对游戏的看法以及他们在技能,行为和知识方面的变化。因此,研究结果将为以文学作品为特色的严肃游戏的开发和使用提供指导,这些游戏将支持有趣、有效和个性化的学习过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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